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Done some more stuff

This commit is contained in:
Steffo 2018-04-23 13:50:24 +02:00
parent 73aae2abcc
commit 6b78b2f701
21 changed files with 1533 additions and 58 deletions

View file

@ -75,6 +75,7 @@
<Compile Include="Assets\Scripts\LargeEnemyMovement.cs" /> <Compile Include="Assets\Scripts\LargeEnemyMovement.cs" />
<Compile Include="Assets\Scripts\LoadSceneOnClick.cs" /> <Compile Include="Assets\Scripts\LoadSceneOnClick.cs" />
<Compile Include="Assets\Scripts\PositionFromMouse.cs" /> <Compile Include="Assets\Scripts\PositionFromMouse.cs" />
<Compile Include="Assets\Scripts\SnareCollision.cs" />
<Compile Include="Assets\Scripts\SnareTower.cs" /> <Compile Include="Assets\Scripts\SnareTower.cs" />
<Compile Include="Assets\Scripts\SongData.cs" /> <Compile Include="Assets\Scripts\SongData.cs" />
<Compile Include="Assets\Scripts\SpriteOnLives.cs" /> <Compile Include="Assets\Scripts\SpriteOnLives.cs" />

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View file

@ -5,23 +5,34 @@ using UnityEngine;
public class EnemyStatus : MonoBehaviour { public class EnemyStatus : MonoBehaviour {
public int livesCost = 1; public int livesCost = 1;
public int health = 10;
public int masks = 1; public int masks = 1;
public float baseHealth = 10f;
public float healthPerSecond = 0.6f;
private GameStatus gameStatus; private GameStatus gameStatus;
private SongData songData;
private float health;
void Start() void Start()
{ {
gameStatus = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameStatus>(); gameStatus = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameStatus>();
songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
health = baseHealth + healthPerSecond * songData.songTime;
} }
private void OnTriggerEnter2D(Collider2D collision) private void OnTriggerEnter2D(Collider2D collision)
{ {
KickCollision kickCollision = collision.GetComponent("KickCollision") as KickCollision; KickCollision kickCollision = collision.GetComponent("KickCollision") as KickCollision;
SnareCollision snareCollision = collision.GetComponent("SnareCollision") as SnareCollision;
if (kickCollision != null) if (kickCollision != null)
{ {
health -= kickCollision.damage; health -= kickCollision.damage;
} }
if (snareCollision != null)
{
health -= snareCollision.damage;
Destroy(snareCollision.gameObject);
}
} }
void Update() void Update()

View file

@ -2,23 +2,55 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class GameStatus : MonoBehaviour { public class GameStatus : MonoBehaviour {
public int money = 0; public int money = 0;
public int lives = 10; public int lives = 10;
public int[] towerCosts = new int[] { 0, 0, 0 };
public GameObject moneyTextObject; public GameObject moneyTextObject;
private SongData songData;
private Text moneyText; private Text moneyText;
private bool gameOver;
void Start() void Start()
{ {
moneyText = moneyTextObject.GetComponent<Text>(); moneyText = moneyTextObject.GetComponent<Text>();
songData = GetComponent<SongData>();
} }
void Update() void Update()
{ {
moneyText.text = money.ToString(); if (moneyText != null)
{
moneyText.text = money.ToString();
}
if (lives <= 0 && !gameOver)
{
GameOver();
}
else if(gameOver)
{
GameObject.FindGameObjectWithTag("Score").GetComponent<Text>().text = "You survived " + songData.songTime.ToString("0.0") + " seconds.";
Destroy(gameObject);
}
}
void GameOver()
{
gameOver = true;
DontDestroyOnLoad(gameObject);
foreach(Transform child in transform)
{
Destroy(child.gameObject);
}
Time.timeScale = 0;
GetComponent<AudioSource>().Stop();
SceneManager.LoadScene("Over");
} }
public void EnemyFinishedPath(GameObject enemy) public void EnemyFinishedPath(GameObject enemy)

View file

@ -35,7 +35,7 @@ public class HatTower : MonoBehaviour {
{ {
//Calculate the power of the //Calculate the power of the
//power = Sqrt(Cos(pi * t)) //power = Sqrt(Cos(pi * t))
float power = Mathf.Pow(Mathf.Abs(Mathf.Cos(songData.songTime * Mathf.PI * songData.bpm / 30)) * ((cooldown - cooldownRemaining) / cooldown), 2); float power = Mathf.Sqrt(Mathf.Abs(Mathf.Cos(songData.songTime * Mathf.PI * songData.bpm / 30)) * ((cooldown - cooldownRemaining) / cooldown));
//Play the sound //Play the sound
hatSource.volume = power; hatSource.volume = power;
hatSource.Play(); hatSource.Play();

View file

@ -7,9 +7,6 @@ public class LoadSceneOnClick : MonoBehaviour {
public void Play () { public void Play () {
SceneManager.LoadScene("Game"); SceneManager.LoadScene("Game");
Scene menu = SceneManager.GetSceneByName("Menu"); Time.timeScale = 1;
Scene game = SceneManager.GetSceneByName("Game");
SceneManager.SetActiveScene(game);
SceneManager.UnloadSceneAsync(menu);
} }
} }

View file

@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SnareCollision : MonoBehaviour {
public int damage;
public float maxRange;
public float speed;
private float distance = 0;
private void Update()
{
if(distance >= maxRange)
{
Destroy(gameObject);
}
distance += speed * Time.deltaTime;
transform.Translate(Vector3.down * speed * Time.deltaTime);
}
}

View file

@ -0,0 +1,11 @@
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View file

@ -6,6 +6,9 @@ public class SnareTower : MonoBehaviour {
public Sprite standardSprite; public Sprite standardSprite;
public Sprite alternateSprite; public Sprite alternateSprite;
public GameObject projectileObject;
public float maxRange;
public float maxDamage;
private AudioSource snareSource; private AudioSource snareSource;
private SongData songData; private SongData songData;
@ -38,6 +41,12 @@ public class SnareTower : MonoBehaviour {
//Play the sound //Play the sound
snareSource.volume = power; snareSource.volume = power;
snareSource.Play(); snareSource.Play();
//Instantiate the projectile
GameObject projectile = Instantiate(projectileObject, transform.position, transform.rotation);
SnareCollision sc = projectile.GetComponent<SnareCollision>();
sc.maxRange = power * maxRange;
sc.damage = Mathf.CeilToInt(power * maxDamage);
projectile.transform.localScale = new Vector3(power, power, 1);
//Start the cooldown //Start the cooldown
cooldownRemaining = cooldown; cooldownRemaining = cooldown;
//Change the sprite //Change the sprite

View file

@ -5,11 +5,16 @@ using UnityEngine;
public class TowerPlacer : MonoBehaviour public class TowerPlacer : MonoBehaviour
{ {
public GameObject selected = null; public GameObject selected = null;
GameStatus gameStatus;
TowerSelector towerSelector;
SpriteRenderer cursorSprite; SpriteRenderer cursorSprite;
SpriteRenderer towerGhost; SpriteRenderer towerGhost;
void Start() void Start()
{ {
gameStatus = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameStatus>();
towerSelector = gameObject.GetComponent<TowerSelector>();
SpriteRenderer[] spriteRenderers = gameObject.GetComponentsInChildren<SpriteRenderer>(); SpriteRenderer[] spriteRenderers = gameObject.GetComponentsInChildren<SpriteRenderer>();
foreach (SpriteRenderer spriteRenderer in spriteRenderers) foreach (SpriteRenderer spriteRenderer in spriteRenderers)
{ {
@ -23,27 +28,49 @@ public class TowerPlacer : MonoBehaviour
} }
void Update () { void Update () {
//Check if the player has enough money to place the tower
bool hasEnoughMoney = gameStatus.money >= gameStatus.towerCosts[towerSelector.index];
//Check if there's nothing else under the cursor //Check if there's nothing else under the cursor
Collider2D collider = Physics2D.OverlapPoint(transform.position); Collider2D collider = Physics2D.OverlapPoint(transform.position);
if (collider == null || collider.tag == "Hit") if (collider == null || collider.tag == "Hit")
{ {
cursorSprite.color = Color.white; if (hasEnoughMoney)
towerGhost.color = Color.white; {
cursorSprite.color = Color.white;
}
else
{
cursorSprite.color = Color.yellow;
}
towerGhost.color = new Color(towerGhost.color.r, towerGhost.color.g, towerGhost.color.b, 1);
} }
else else
{ {
cursorSprite.color = Color.red; cursorSprite.color = Color.red;
towerGhost.color = new Color(1, 1, 1, 0); towerGhost.color = new Color(towerGhost.color.r, towerGhost.color.g, towerGhost.color.b, 0);
} }
if (Input.GetMouseButtonDown(0)) if (Input.GetMouseButtonDown(0))
{ {
//Check if something is selected //Check if the player has enough money
if (selected == null) return; if (!hasEnoughMoney) return;
//Ensure there is nothing below //Ensure there is nothing below
if (collider != null && collider.tag != "Hit") return; if (collider != null && collider.tag != "Hit") return;
//Place the item //Place the item
Vector3 position = new Vector3(transform.position.x, transform.position.y, 0); Vector3 position = new Vector3(transform.position.x, transform.position.y, 0);
Instantiate(selected, position, transform.rotation); Instantiate(selected, position, transform.rotation);
//Deduct the money
gameStatus.money -= gameStatus.towerCosts[towerSelector.index];
//Increase the costs
if(gameStatus.towerCosts[towerSelector.index] == 0)
{
//TODO: quick hack
gameStatus.towerCosts = new int[] { 1, 1, 1 };
}
else
{
gameStatus.towerCosts[towerSelector.index] *= 2;
}
} }
} }
} }

View file

@ -5,12 +5,12 @@ using UnityEngine;
public class TowerSelector : MonoBehaviour { public class TowerSelector : MonoBehaviour {
public GameObject[] towerList; public GameObject[] towerList;
public int index;
private int index;
private TowerPlacer towerPlacer; private TowerPlacer towerPlacer;
private SpriteRenderer towerGhost; private SpriteRenderer towerGhost;
void Start () { void Start () {
index = 0; index = 0;
towerPlacer = gameObject.GetComponent<TowerPlacer>(); towerPlacer = gameObject.GetComponent<TowerPlacer>();
SpriteRenderer[] spriteRenderers = gameObject.GetComponentsInChildren<SpriteRenderer>(); SpriteRenderer[] spriteRenderers = gameObject.GetComponentsInChildren<SpriteRenderer>();
@ -25,7 +25,7 @@ public class TowerSelector : MonoBehaviour {
} }
void Update () { void Update () {
if (Input.GetAxis("Mouse ScrollWheel") > 0) if (Input.GetAxis("Mouse ScrollWheel") > 0)
{ {
//Go to the next tower //Go to the next tower
index++; index++;

View file

@ -45,7 +45,7 @@ TextureImporter:
spriteMeshType: 1 spriteMeshType: 1
alignment: 0 alignment: 0
spritePivot: {x: 0.5, y: 0.5} spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 64 spritePixelsToUnits: 32
spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 0 spriteGenerateFallbackPhysicsShape: 0
alphaUsage: 1 alphaUsage: 1

View file

@ -5,7 +5,16 @@ EditorBuildSettings:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
serializedVersion: 2 serializedVersion: 2
m_Scenes: m_Scenes:
- enabled: 0
path:
guid: 00000000000000000000000000000000
- enabled: 1 - enabled: 1
path: Assets/Scenes/SampleScene.unity path: Assets/Scenes/Menu.unity
guid: 9729010b44bf87041aaee0bc130b9c44
- enabled: 1
path: Assets/Scenes/Game.unity
guid: 2cda990e2423bbf4892e6590ba056729 guid: 2cda990e2423bbf4892e6590ba056729
- enabled: 1
path: Assets/Scenes/Over.unity
guid: b3190d5ca2b9a164488b703447670060
m_configObjects: {} m_configObjects: {}

View file

@ -7,6 +7,7 @@ TagManager:
- Enemy - Enemy
- Tower - Tower
- Hit - Hit
- Score
layers: layers:
- Default - Default
- TransparentFX - TransparentFX